#arma3_model

1 messages · Page 61 of 1

gentle merlin
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what's the error you're getting?

celest arch
toxic needle
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on .obj it says this:

gentle merlin
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but also if you're using blender grab mr clock's addon instead of the old one, it has validation

toxic needle
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i have it but whatever i do it just wont validate it

gentle merlin
toxic needle
gentle merlin
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well there you go, more htan 4 verts on a face somewhere

toxic needle
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ok thnx

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from what i see it is probably in this button here

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or actually on both

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its weird tho cause i gave it to a friend he could import it just fine

gentle merlin
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he might've just run triangulation on it before export

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if you wanna be lazy just press ctrl+t

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(iirc that's the shortcut for triangulate)

toxic needle
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oh ye looks like its fixed

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thnx

wraith tendon
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Schultz - Today at 3:30 AM
penetration? nope
that's controlled by the fire geolod


iirc also with the assigend material

celest arch
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not in the resolution lods afaik

wraith tendon
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Edited 😃

celest arch
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wut

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are you still wetting your bed with sweat? 😛

wraith tendon
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i got something in the back of my grey mass/mess calles brain, that it was also influenced by the material

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Nah, without Sweat this time 😄

celest arch
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really I don't understand what you mean

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what material who where

wraith tendon
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Metal, wood, etc

celest arch
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yeah

wraith tendon
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Penetration rate, etc

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<- brain still not rly functioning

celest arch
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yeah I see

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😄

wraith tendon
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fu

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^^

celest arch
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what I was telling @civic stratus is that those are controlled by the fire geo lod

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assign a penetration rvmat there, the engine will act accordingly

wraith tendon
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missread then

celest arch
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could be a generic material rvmat (wood, plastic etc) and the game will calculate ballistics according to the fire geolod components widths

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or there's also specific preset materials (2mm metal etc)

wraith tendon
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tl:dr

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😄

celest arch
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if you dont assign any rvmats, I think it defaults to concrete not sure though

wraith tendon
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dirt

celest arch
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dirt is the bullet effect, but I think the property is concrete

wraith tendon
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Possible

celest arch
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aka uncooked tinned ravioli

umbral shuttle
stuck oyster
umbral shuttle
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and so does the line that says thickeness <= 0, component is homogenous mean the simulated thickness will be whatever the modeled fire geo is?

stuck oyster
umbral shuttle
# stuck oyster lower will be treated at its own thickness if I remember right

Okay cool I think I had already understood all that before just didnt get why the words homogeneous and inhomogeneous, last question for the night/day??

how can I find out caliber/impact velocity I should use to have a bullet say penetrate this sandbag, like what would be the penetrability to overcome what I assume is that 1980.20 that the sandbag has

stuck oyster
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testing

umbral shuttle
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like it doesnt penetrate cause

caliber = 1.2, impact velocity is 665.43
1.2*665.43 = 798 < 1980?

bright echo
sullen jasper
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is there a tutorial for building assets?

stuck oyster
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however if you know basic 3D modeling the necessary concepts are not super difficult to understand

sullen jasper
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trying simple stuff

stuck oyster
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so first thing that comes to mind is that none of your walls have any thickness

sullen jasper
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i just wanna create simple building without too much moddeling etc

stuck oyster
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yeeh

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but thats not really a thing

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buildings are complex entities

sullen jasper
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so i need to have thickness

stuck oyster
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if you intent it to to have interior

sullen jasper
stuck oyster
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or well

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you dont have to

sullen jasper
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later i will do interior

stuck oyster
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ok so

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honestly

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do it properly

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make the walls proper thickness

sullen jasper
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Im planning to have big ops building with custom lockers for my guys

stuck oyster
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no point in this exercise if you dont

sullen jasper
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also other stuff like shooting range inside etc

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is building same like?

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like target?

stuck oyster
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I dont understand what you mean by that

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same how?

sullen jasper
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I’ve created the custom locker object itself so should I follow the same procedure for the building as well? Is it the same?

stuck oyster
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in basic principles yes all static objects like that follow same rules

sullen jasper
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Thanks, sounds good. I’ll follow that approach and send a screenshot once it’s done.
The locker itself is already finished. I made it so that there’s a model of my vest and helmet. When I take the vest, it gives me my full loadout (the one saved in Arsenal) via an ACE interaction point. The same goes for the helmet, but that one only gives me the helmet. I’m currently testing and improving my skills a bit.

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In the future, I’d like to try working on vehicles as well, but I don’t feel confident enough for that yet at all 😄

white oak
charred bolt
white oak
# charred bolt Have you tested that? It might be an urban myth.

yesn't, I've done some testing but not enough to make assertions
what I've found is that you can make a room with wall geometries thinner than 0.1 but since the overall geometry is wider than 0.1 it will still work
however with that setup it became more common for objects to go through the geometry ie. drive a car through it
so better to stick to the minimum of 0.1
also it makes things easier for windows/doors etc.

stuck oyster
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thin geometries might get skipped if theres lag

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I recall

charred bolt
warped mural
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i am trying to get the muzzle flash working for my weapon, and i cant figure it out
either it doesnt show up at all or it is always on
can someone explain how it works?

charred bolt
warped mural
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On a somewhat related note, how do I stop the gun from sinking into the ground when rested on ground in prone?
Seems fine when rested on an object (pic 2)

marsh canyon
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IIRC having bipod memory at the right position should fix it

bright echo
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make sure you have a view pilot lod too

oblique vapor
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Hi guys

tribal rain
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anyone got any idea how id pinpoint whats going on here? im assuming its a rogue vertex/vertices or maybe even an unassigned proxy?
Ive highlighted it in yellow

stuck oyster
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should be present in source file too if you test with ArmaRig

tribal rain
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so just bring it in to arma rig assign the uniform to arma rig and then see what the issue is?

stuck oyster
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thats what I would do yeah

tribal rain
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coolio ill give it a whirl

tribal rain
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entire right arm seemed to be borked in major areas

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going to redo it now

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but thanks was racking my brain for ages wondering what the hell it could of been and the idea of having to sift through 60k verts to find a rogue one was just

stuck oyster
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weighting with rig is recommended 😅 so you can see how it behaves

tribal rain
tribal rain
celest arch
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hey hey

torpid root
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does anyone know what mod the top highlighted mod is from?

stuck oyster
torpid root
stuck oyster
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name feels familiar somehow

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maybe it was discussed somewhere recently

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since this channel is about 3d model making

cunning temple
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Didn't someone talk about it on terrain channel the other day or was that Africa objects?

austere drift
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Could someone remind me what LOD is used to determine a resting point for a weapon?

marsh canyon
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Memory

ocean swift
remote plume
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I'm having some issues with the arma 2 samples, specifically characters. All of the ones I've tried show a bunch of errors, most commonly too many bones assigned to vertexes. If I instead use the binarized version from the game files of the same character none of these errors occur. Is this a known issue with the samples or am I just missing something here? I'm looking to make some basic changes to some character models for a mod I'm working on.

stuck oyster
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so they need the weighting fixed

remote plume
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Thing is the mod I'm making is for arma2 OA and they give errors there too

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the game version of the same file give no errors however, Maybe they fixed the issues for the game but never updated the samples, but I'm just guessing here

remote plume
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isn't stuff like too many bones assigned an issue inside of the model file rather? I didn't think thats an issue that could be caused by packing pbo's wrong etc but then again I'm not very experienced handling arma stuff

stuck oyster
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pbo manager is not the right tool for packing a mod

stuck oyster
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just to get all the workflow correct first

remote plume
# stuck oyster pbo manager is not the right tool for packing a mod

It may not be. However the same workflow works as long as you use the game model instead of the sample one so to me it seems logical that issue is with the model not the workflow in this particular case. But it also seems weird that all of these sample characters have such big issues so again I am unsure.

stuck oyster
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because pbo manager does not binarize the pbo

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it just showes the stuff into a box

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it does not do the actual processing (binarization) that assets need

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= they break

remote plume
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ok

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I believe he tried packing it with binPBO with binarize active with the same results

stuck oyster
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addon builder

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is part of Arma2 tools

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thats the official tool for it

tacit hull
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we love official stuff 🙂

stuck oyster
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this is what I mean getting the basic workflow right

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🤫 @tacit hull

remote plume
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Well thanks for narrowing it down a bit further. I appreciate it ❤️

stuck oyster
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I dont know if Mikeros tools still work with Arma2 or have they moved to A3 fully. But those would give you more error checking on pbo packing

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so there is less to guess

copper scarab
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can you set a memory point or reference on a helmet for where NVGs should sit or is it specific to the NVG model itself?

copper scarab
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roger ty

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now to learn how to make an NVG xD

stuck oyster
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if you want helmets to be compatible you should adjust your helmet to fit the default mount

cunning temple
stuck oyster
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ah so it is 😄

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👍

sullen jasper
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feedback? still in building phase trying to figure out layout of the building

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main hall center, armory with shootingrange on left behind centre offices and on the right side gym

stuck oyster
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or if you dont want to make all the rooms you can just make some space for them and have a door that does not open

cunning temple
stuck oyster
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to keep things simple you will want to keep it in 50 meter diameter

tidal prism
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Anyone knows any good modeler for some custom military gear can be a website

sullen jasper
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its alright

austere drift
sullen jasper
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Im changing whole building 😄

woeful viper
sour bough
north sundial
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That is correct for geometry

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But roadway is 36m radius

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So for buildings keeping it well below the 72m diameter means you’re much less likely to run into issues

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Because it’s a circle and buildings are usually squared off

median nebula
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does anyone know how to convert vehicles with textures from blender to arma 3?

stuck oyster
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and models from other games can not be used

eager terrace
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What does it take to take a turret off one vehicle and put it on another? Not sure how its done with Arma 3

eager terrace
stuck oyster
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because the models cant be edited

eager terrace
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why not

stuck oyster
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why does it matter why not when they cant

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you cant change that

eager terrace
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how do you make variants of vehicles then

stuck oyster
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you dont

eager terrace
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uh, why?

stuck oyster
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unless you make the models yourself

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models are in format that cant be edited, they are not allowed to be edited by the licensing/EULA of the game, you dont have rights to them.

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does that explain it?

eager terrace
stuck oyster
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not separate

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and no they can not be separated

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the game is not designed in that way

eager terrace
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and I can put in the game

stuck oyster
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well then you have a turret sure

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but you dont have empty tanks to put it on

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and the kind of attachTo thing is not always reliable

eager terrace
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well thats okay, I can make it an emplacement

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I want to make a big caliber turret meant for blowing up infantry and vehicles

stuck oyster
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well sure you can make a model in blender for that

eager terrace
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he saved it as compositions, but the mod is outdated so it doesn't work currently

stuck oyster
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there is no guarantee a model has that

eager terrace
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he somehow did it, but i don't know how

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yeah its animations

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this lockTurret [[0], true];
this lockTurret [[0,0], true];

this removeWeaponTurret ["autocannon_35mm",[0]];  
this removeMagazineTurret ["680Rnd_35mm_AA_shells_Tracer_Green",[0]];
this removeMagazineTurret ["ACE_120Rnd_35mm_ABM_shells_Tracer_Green",[0]];

this removeWeaponTurret ["missiles_titan_AA",[0]];  
this removeMagazineTurret ["4Rnd_Titan_long_missiles_O",[0]];
this removeMagazineTurret ["4Rnd_Titan_long_missiles_O",[0]];```
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it works actually

indigo mountain
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Not all vehicles have them as animations

median nebula
stuck oyster
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even if the UI in the tutorial looks different then methods are still the same, just have to find where things are

eager terrace
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you can export models you make in sprocket into blender, then into arma

stuck oyster
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we have 0 tolerance for that crap

eager terrace
stuck oyster
eager terrace
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I don't understand how it can be called ripped when you made the model yourself

stuck oyster
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you use parts in the game

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you adjust them

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but they are not your full creation

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and the modeld cant be "exported" without ripping tools

eager terrace
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every vertice of the model is saved in plain text

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it can directly go into blender

stuck oyster
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looking at the internet. it cant.

indigo mountain
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Even if it could, just because something is easily extracted doesn't mean it's okay to steal it

sour bough
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Is there an animation source for what index of OpticsModes the person is using?

eager terrace
north sundial
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If I understand correctly what sprocket is, it’s because it contains assets that are proprietary. Like let’s say one of the tank muzzles.

You haven’t specifically modelled that part by hand or got it from somewhere with an open use licence, so you “making” it isn’t the same as owning the rights to the model generated in that engine

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It’s kind of like a more complicated spore creature creator. You’ve used their program to create the design, but dependent on their licence, that design and the mesh it outputs would still be the property of the developer/publisher

sour bough
north sundial
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On that Eula, as I read it basically says that you cannot extract the assets from the game and distribute them

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But not an ip lawyer so not fully in the know

north sundial
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Come off it hahaha, lying is abit far fetched

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My interpretation is that things you created yourself would be mod assets and such

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You didn’t create the tank tracks that are procedurally put on to the vehicle so I would count it as stuff the game creator made

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It’s a very ambiguous Eula in all honesty, like I said I’m not an expert so was just giving advise. Make your own stuff in a program that clearly gives you the rights to use it wherever you like to avoid any potential issues with BI

fast topaz
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is there any downside of using oxygen 2 instead of object builder?

digital moss
# eager terrace
  • you may not distribute anything the author has made, unless they have permission.
  • You can distribute anything that was generated using the game engine. i.e you make something using the game engine, then you can distribute what you made.

in an arma context, for a similar example:
You cannot distribute A3 assets, but you can distribute a scenario/map/etc that uses those assets providing you dont include the actual assets in that distribution (i.e you put the a3 files into the map pbo, this would break the permissions given).

In the context of sprocket. You can share tanks you have made (export blueprint etc), but you cannot share the parts/assets that make up the tank.

icy pier
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breaking the heated discussion, anyone worked with making certain parts of a vest IR material, so it would light up in night vision and could point me towards how to do that?

oblique vapor
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it's like comparing a bicycle to a car

carmine gull
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Naturally O2 doesn't support everything that OB can do

fast topaz
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so, OB would be better?

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because it just doesn't work

carmine gull
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It'd be better if it actually ran on your computer

copper scarab
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Double checking, is there a sample for NVGs in A3Samples?

stuck oyster
copper scarab
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Righty, what's the best way to go about learning how to setup and make NVG models work?

fervent steppe
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@fast topaz <<<is there any downside of using oxygen 2 instead of object builder?

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well technically there really are the sae but ob has support for the physx lods

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however if you know the actuall name(you can get the values by looking at the model in eliteness) of the lod you can add it in o2 and it will work

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but its better to just use ob if you want to use that program

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as far as section count goes what does the section count say in the bottom left corner of OB?

last spindle
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it's like comparing a bicycle to a car
Naturally O2 doesn't support everything that OB can do
Both false, it is like compaing a 2008 Honda to a 2013 Honda that is all
the only reall additions to OB are FBX import and PhysX lod, which can both work in O2, you just need to put the fbx.dll in the right place, and use the correct full name for the PhysX LOD, but you shouyld definatley trade in that O2 for OB just for the fact that O2 is a legacy tool with not suppor

indigo mountain
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I'm currently in the process of fixing a lot of our props that are rotated incorrectly (e.g. visually the model is facing X but something like getDir returns Y). Should I fix the ones that are rotated 180 off by rotating the model in the p3d or should I use the reversed property in config?

I assume p3d for createSimpleObject with the path. I only noticed it since we have a vehicle and prop version of an asset and were rotated differently despite using the same p3d

indigo mountain
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Okay so looking into this more, it seems like all units(uniforms)/vehicles/etc are rotated 180 degrees but have reversed = 1 in their config to rotate them the right way, but props / everything else (from what I've seen) aren't rotated and have reversed = 0

stuck oyster
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in model space general rules i that things face towards -Z axis in P3d

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(Y up)

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but weapons face "left" towards -X

indigo mountain
stuck oyster
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weapons are facing "left" due to how the proxies are set up in the character

indigo mountain
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I guess all vanilla buildings are just rotated wrong then, spawned a couple to see and the fronts of them are facing south
I guess I'll keep them facing -Z in blender for consistency, but reverse them in config because I need getDir _x == 0 to be the object visually facing north

last spindle
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@quick terrace Update on the base of that tactical AK, it started life as an AK104

stuck oyster
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That is likely why the reverse parameter exists

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there is also named property for it

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for non config terrain objects

indigo mountain
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The fronts of them are all facing south, despite the object's getDir being 0

gusty girder
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What cause a car, the right side to be lower then the left side, like what controls or settings?

icy pier
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does anyone have a uniform model rig I can attatch my uniform on

north sundial
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Sample man in arma 3 samples

sour bough
icy pier
gusty girder
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@sour bough Yes that is what I'm trying to do

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I'll do that thank you

stuck oyster
sullen jasper
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someone got knife model?

stuck oyster
alpine relic
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IM going insane im not sure what im doing wrong, at first it was a mistake in blender "Spine3" in vortex groups then tried "spine3" didnt work either so i gone to "spine2"

i can sen the either config.cpp and model.cfg if needed

stuck oyster
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youll need a model.cfg with the human skeleton defined in it and cfgModels class that connects to the p3d by name

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compare with how arma3 samples set up the characters model.cfg

quick terrace
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?

sour bough
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Is there a specific "trick" to getting UGL sights to be accurate? I'm doing a sight similar to the mx one that's just a red dot on a swivel.

stuck oyster
bright echo
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yeah set up file patching and shoot a lot of grenades 😬

sour bough
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...It seems like I could do math for a parabolic trajectory for it?

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It's just that the OP_look point doesn't seem to animate

bright echo
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it doesn't

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the memorypoints are fixed

sour bough
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yeah

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If I can figure out how to predictably make you look a particular direction, I could just math it out

bright echo
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i'd hope it's possible but I never could figure it out

sour bough
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There's no way the BI way to do it was guessing and trial-and-error, so there has to be a method

bright echo
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i'm more impressed when people do it for the rifles iron sights

sour bough
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rifles don't actually need to be accurate iirc

bright echo
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although tbh it seems a lot of the time people cheat and only check it for a few ranges

sour bough
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bullet sim does it automatically iirc

bright echo
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nah it disables the engine zeroing if you have multiple eye positions

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would be amazing if it didnt do that

sour bough
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...i could just use only the angles the sample used but uh

bright echo
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if you're using standard 203 40mm or at least the same airfriction/initspeeds etc you might aswell

sour bough
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the samples zero for some weird numbers

stuck oyster
sour bough
pallid island
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inb4 grenade with different air resistance messes that up more

stuck oyster
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Testing range with good targets at right ranges is relatively fast to work with. I prefer to do 1 range at a time

bright echo
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yeah if its only a handful of ranges it doesnt take very long

bright echo
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it's when you have to modify model geometry and the sight goes from 100m - 2000m that you just want to pull your own head off

sour bough
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Do you have any tips for making the new eye points look directly at the red dot sight? Only my intial one can actually see the collimator

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(I'm taking the initial one and rotating it with 3d cursor at the OP swivel point, which might be wrong)

sour bough
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Initially I was doing 10 degree steps

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my suspicion is that i'm just not rotating the eye points around the right axis?

pallid island
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i wonder if you can use ingame ballistics computer to calculate angles for you. I remember adding 40mm to the tank and it shooting at like 40 degrees up when ranged to 1km+ (all numbers are likely wrong)

sour bough
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lmao

bright echo
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ive only done AT launchers recently but they work the same way

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lemme double check the samples its been awhile since I looked at them

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ok yeah sample did it the same

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the thing you keep in mind is the eye_look is always static, the eye memorypoints I only ever adjusted vertically

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rather than like, create an arc

sour bough
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honestly the only reason i'm doing an arc is so i can easily tell what the angle is

bright echo
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last time I did it for the M9 bazooka I ended up having this horrible thing while i was making note of the positions/angles for the sight

bright echo
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im pretty sure I did that the hard way though

pallid island
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i mean, "check with 1 degree step, mark correct ones, delete others" sounds like a decent way to do things in one pass

bright echo
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yeah

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thats basically what it was

sour bough
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yeah I just need to reliably make all the 1 degree steps actually look at the collimator

pallid island
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you need the eye mempoint to coincide with where the collimator's dot is on the lens, i suppose?

sour bough
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...thing is, the dot rotates as the collimator does

pallid island
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ah, my bad

bright echo
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ah is it a proper collimator?

sour bough
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same idea as the sample ugl / mx ugl

bright echo
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like using the shader/rvmat

sour bough
bright echo
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because I think there's a reason the one on the MX is just a red painted dot

sour bough
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wait it IS?

bright echo
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I think so, it was last I looked

sour bough
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oh my god i'm looking right now

bright echo
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which tbh was awhile ago

pallid island
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please don't make me re-download samples yet again out of sheer curiosity 🤣

sour bough
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the mx one uses a collim rvmat

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wait...it might use another one

alpine relic
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"spine3" "Spine3" and "spine2" just didnt work so i thought "Wait i made a hat that did work how about i use that vortex group "head" surely that wouldnt work but i dont know what else to do"

sour bough
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i think it uses the old tube method because i shouldn't be able to see that dot with the regular collimator rvmat in thermals

bright echo
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IIRC the collimator shader doesnt work with different eye memorypoints

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I had similar issue with the M9A1 which i tried using it on and yeah

sour bough
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What method did you end up using? Dot on the thing or the cone method?

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or uh

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tube method i mean

bright echo
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dot, well, crosshair

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i think I did consider the tube but i can't remember why it wasnt used in the end

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may have caused other issues, or didn't work, or 'cbf'

sour bough
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i think if i delete the red dot and make people guess, it would be funny.

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the concept calls to me like the green goblin mask.

stuck oyster
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Yeah the collimator might not work turned.

stuck oyster
quick terrace
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did you make an update, can i see pic? 😛 @last spindle

last spindle
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i have been working in lowpoly clean up, but it seems the guy that made the highpoly fked up, the rear rail was made 10mm to high and blocks the rear leaf sight, so back to him to fix, i hate zbrush.......

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if it was a more traditional hp method, OSD, TS then i could fix it easy enough, but Zbrush mesh is one awefull mess

honest yoke
#

Hi,
i've wanted to import some models into arma 3 from blender and well i am kinda lost
i understood that i need lods for the model and some more stuff
and i am kinda lost with everything
what do i do first
how do i start
where do i even understand what do i need to
i've got everything in terms of it
models are ready
but i have no clue how to import them and well the explenations really kinda keep me in the fog
is there anyone could maybe clear up some stuff for me?
TLDR : too new for blender to understand whats going on and asking for assistance to understand how is it even working

stuck oyster
honest yoke
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thats already some kind of light but i just hope its not a guy yapping on how he's doing his own model and actually explaining whats going on

stuck oyster
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as far as I remember those are more about the technical steps

#

and you cant really say your model is all ready if you dont know the implementation process 😅

#

Id wager youll need to still adjust a lot of stuff to fit Arma

honest yoke
#

oh, well i did not create it since its high quality i just liked it and wanted to import it into arma

#

but i thought it would be a bit easier to import but i guessed wrong and thats aight i need to start learning something new

stuck oyster
#

there is usually tons to process to work in X engine

#

in this case Arma

honest yoke
#

totaly understandable, knew it wouldnt be easy and prepped myself for it but still went on for it

#

now it might be funny
but chatgpt said i must do theese ones

clean mesh

proper scale and orientation

fit to an Arma body

rig/weight it to the Arma skeleton

export/import into Arma format

make needed LODs

create config.cpp

pack and test in game

stuck oyster
#

first mistake

#

asked gpt

honest yoke
#

thats understandable but at the same time chatgpt also recommended me to come here lol

#

anyways i did fit the plate carrier into the arma body via arma tools, but its not enough since i need to do weight/rig into the skeleton
LODS i did but not geometry which i have 0 clue on how to but learning from a second to a second

stuck oyster
honest yoke
#

thought charatchers are way more harder than plate carriers

stuck oyster
#

they share some things

#

the samples in any case show you what you need

honest yoke
#

okay

#

well

#

the samples do make things easier

#

but ill try

stuck oyster
#

the wiki also contains info on some basic concepts like lods

#

and the pinned messages in the various modding channels have some specific tips as well

honest yoke
#

that would be a good thing, lods a kinda simple but wierd for me

#

do i really need to go one by one on each part of the model to decimate it?

#

or i dont need to decimate each item one by one inside of the model

stuck oyster
#

each resolution lod should be about half complex from the previous one

#

they are used to draw the model at farther distance

honest yoke
#

true, i was able to make 5/7 lods be exported. i guess it wont work probably but ill try

#

atleast its something

north sundial
#

Hahah

honest yoke
#

I mean look, i kinda got it working

#

its not something id share proudly but its something lmao

stuck oyster
#

its good start

#

the problem with chatgpt and the like is that its totally random if the info they put together is actually correct

honest yoke
#

Yeah ChatGPT was never reliable source
A good ChatGPT user uses it only to give out small opinions
Never give out the whole wheel for it to steer

#

In that case I let it to steer but it steered me the right way because I was lost by a lot

#

Now what I have to do is to figure out how to connect the plate carrier to the player and not make it float which means probably messing with the Arma 3 skeleton

#

The only good thing though the lod works really well

stuck oyster
honest yoke
#

I can’t understand it because of the differences of the versions
As much as it’s sounds funny

#

I just can’t understand what he wants me to do

#

I’ll have to watch it
I’ll probably do it in the morning

#

But I hopefully hit the right nail with the Arma3skeleton

stuck oyster
#

Honestly it would be easier to start learning the workflow with something simpler

#

like just a box

river granite
#

how does a weapons model position in blender translate to ingame?
seems I have to offset the weapon in blender down and left to actually fit in a hand properly ingame
(moved from config thought i was in the right channel, i was not)

stuck oyster
#

what a random channel to do that in. The instructions did point you to #offtopic_bot_cmds t

stuck oyster
#

you then need to adjust the position in the p3d to fit nicely

#

then make the weapon holding animations to fit the p3d

#

pistol being exception and being always glued to the right hand

#

and that causes the model needing offset to fit in hand

river granite
#

pistol is what im doing XD so essentially I have to offset the model if it's a pistol

stuck oyster
#

yes unfortunately

river granite
#

ooft
ok
tyvm

stuck oyster
river granite
#

The offset ive got
Issue im on now is getting the barrel to rotate on the proper axis

stuck oyster
#

for animating things you want to use "rotation" or "translation" type along with memorypoint pair defined axis not rotationX etc

#

the model.cfg basics are explained in the wiki

river granite
#

thats what im doing
just the memorypoints being weird

stuck oyster
#

make sure you dont try to have multiple animated selections on same part = dont work

#

if chained animations only the last selection of the chain is used

#

bone - bone2 -bone3
bone3 is in model

river granite
#

only have one animated section being the cylinder
it just doesn't want to spin on the axis, just keeps moving the selection up

stuck oyster
#

and what does the model.cfg animation class look like?

river granite
#

marked with red cause you can't rly see them, but they are on the same Y axis

class Animations
{
    class Cylinder
    {
        type = "rotation";
        source = "revolving";
        selection = "cylinder";
        axis = "cylinder_axis";
        memory = true;
        sourceAddress = "loop";
        minValue = 0;
        maxValue = 1;
        angle0 = 0;
        angle1 = -0.785398;
};
};
stuck oyster
#

then you want to use ammo as source so it moves according to ammo left

#

axis being offset could be why it looks like it raises

#

and also you want sourceAddress be "clamp"

#
            {
                type = "rotation";
                source = "reload";
                selection = "cylinder";
                axis = "cylinder_axis";
                minValue = 0.5;
                maxValue = 1;
                angle0 = 0;
                angle1 = "rad (360/7)";
            };```
#

or possibly reload could be useful source too

#

sample from SOGPF m1895 refolver

river granite
#

so both memorypoints in the exact same position on both x y & z axis inside the cylinder?

indigo mountain
#

Working on making a path lod and action points so AI will open our door. The path lod is working, the AI I spawned followed it exactly, but it did not open the door

I have the actionBegin1 and actionEnd1 selections here and have the:

actionBegin1 = "OpenDoor_1";
actionEnd1 = "OpenDoor_1";

In the config (and yes that's what the action is called, and I can open/close the door just fine)

#

(Screenshots only have the roadway and paths lod enabled)

indigo mountain
#

This is what the actions looks like, just in case that affects anything. condition/statement are just the normal door code but put into their own functions

class OpenDoor_1 { 
    displayName = "$STR_DN_OUT_O_DOOR"; 
    displayNameDefault = "<img image='A3Ui_fdataIGUICfgActionsopen_door_ca.paa' size='2.5' />"; 
    textToolTip = "$STR_DN_OUT_O_DOOR"; 
    position = "door_1_trigger"; 
    radius = 4; 
    aiMaxRange = 5.25; 
    priority = 100; 
    onlyForPlayer = 0; 
    condition = "[this, 1, true] call ls_common_fnc_doorCondition"; 
    statement = "[this, 1, 1] call ls_common_fnc_doorStatement"; 
}; 
class CloseDoor_1: OpenDoor_1 { 
    displayName = "$STR_DN_OUT_C_DOOR"; 
    textToolTip = "$STR_DN_OUT_C_DOOR"; 
    condition = "[this, 1, false] call ls_common_fnc_doorCondition"; 
    statement = "[this, 1, 0] call ls_common_fnc_doorStatement"; 
};
indigo mountain
#

Figured I'd forward this here in case I'm just missing something. Will ai always be able to walk through locked doors if there's a path lod going through it?

I tested this on a vanilla house and AI just walked through the door even though it's locked.

I'd really hate to have to pick between AI opening doors at all and being able to walk through or having AI be able to walk through locked doors

unkempt token
#

Considering how oddly bespoke you have to get with things like actionBegin1 and actionEnd1 for each door of each building and what anim its tied to, I imagine whatever interaction between AI and doors is happening in some awfully tangled part of the engine

#

Gotta be my top 3 gripes of all time with Arma

sly flicker
#

hi. i'm having little problem. my model textures are working BUT if i put me shadows to disable the textures turn in to black

#

i think the is problem in my rvmat file

halcyon wren
#

Using super-shader?

sly flicker
#

yes

halcyon wren
#

Procedural texture used for AS? (class Stage4)

finite stump
#

When I try and rotate the UV in Object Builders UV editor, it applies it until I close the transform tool in the UV Editor. Any one else have this problem or know how to fix it? It's just a single geometry plane that I created in Object builder.

sly flicker
#

class Stage4
{
texture = "#(argb,8,8,3)color(0,0,0,0)";
uvSource = "tex";
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};

halcyon wren
#

Try this:

texture     = "#(argb,8,8,3)color(0.5,0.5,0.5,1,AS)";
finite stump
#

Never mind. I realized that hitting OK after hitting Apply was the cause. Seems you should hit Apply and just hit the X.

sly flicker
#

thanks. i will try that

#

thanks that worked

late jewel
#

Guys, how can I make these yellow things visible? (So that the hidden selections are shown)

stuck oyster
#

and you need to toggle the right lod to see/edit it

#

in this case the 0.00

#

is this AI model?

#

its a bit messy looking

late jewel
# stuck oyster is this AI model?

No, this is my old model. A guy explained to me how to do it. When he was making the memory, he had the hidden LOD display turned on. I need this to correctly place the dots for the wheels, propeller, etc. Here's another example from a YouTube video.

stuck oyster
#

now you need to toggle the resolution 0.000 lod so you can see the actual mesh

late jewel
#

but its not working, i not vision the yellow grid on memory

stuck oyster
stuck oyster
#

then there logically cant be any model shown at the background if there is no model in there

#

I would really recommend doing all the lods in your original program anyway

#

usually much easier

lone robin
#

Do snap points, specifically on a bridge, need to be annotated in a model.cfg ?

indigo mountain
#

What are snap points?

north sundial
#

Ampersands snapping mod makes use of them or you can make your own script to snap things together based off of points in the memory load

indigo mountain
#

Oh okay I knew about that, thinking it might have been some vanilla thing I hadn't heard of

livid canyon
#

I think they work in terrain builder?

north sundial
#

Ah forgot about tb

livid canyon
stuck oyster
#

TB snapping points get removed by binarization

livid canyon
#

In which tool are they supposed to work?

cunning temple
#

Terrain Builder lol

heavy kraken
#

Anyone ever tried adding an open turret to the Hunter? Basically the Gyra turret on the hunter?

stuck oyster
#

so cant

heavy kraken
#

fair enough

indigo mountain
north sundial
#

Genuinely the action points may be too close to the door

#

Pull them away from it abit

#

Oh also from my experience, the action begin and end selections need to be on two vertices that are in line with each other

#

Sorry to clarify you need to verts with actionBegin1 and two with actionEnd1 assigned

stuck oyster
#

In the same model

indigo mountain
indigo mountain
indigo mountain
#

Still nope, added an extra vert to each selection and they still just walk through the door without opening

#

Oh nevermind they just opened it, but only from one side

stuck oyster
#

so a door geometry when locked or action blocked should prevent AI from walking through. One thing you could try is making the action position distance bit longer and also try thicker door geometry component

#

on path the models own geometry does block AI but separate objects it typically ignores

indigo mountain
#

They are respecting it being locked from both sides (which I'm very pleased about), and I can hear the sound from my locked animation playing so I know that's working

Just not sure why only one side would be working

#

Okay I forgot I'm playing arma, I had that message typed up for a little bit, tried again and now its being opened from both sides

indigo mountain
white oak
#

You assigned both points in the config?

indigo mountain
#

Yeah

#

I restarted the mission and tested again, now they're phasing through on both sides

runic plover
#

Move these a bit step by step and go test after each step they are to close

#

I know it works i did single door objects aswell. BUT they ignore single doors in a building with a already AI path added in it

#

What i did not test is if you cancel the AI path in a building and add the single doors which makes a "bridge" to the AI path and continue the building path after

white oak
runic plover
#

Because my cave systems and tunnel systems work nice with AI pathes for the AI and these are all single objects placed together but like ive mentioned if you place a extern single door into a building with a already existing AI path it will walk trough and ignore

indigo mountain
indigo mountain
indigo mountain
#

So I spaced them out a lot (in several steps) and now AI aren't opening the doors at all, when before they at least would eventually

runic plover
# indigo mountain I'm not really sure what you mean by this

As example you have made or you are using a already existing building with already made/completed AI pathes go into rooms etc and you place a extern single door with also own AI pathes, AI will ignore this door cause its already using the AI pathes of the building

indigo mountain
#

Oh okay yeah that makes sense

runic plover
#

Did you make the AI path a bit higher than roadway?

indigo mountain
#

Yeah, highlighted bit is roadway

runic plover
#

AI path needs also to be higher than roadway

indigo mountain
#

It is

runic plover
#

If your problem is not solved in like +- 3 hours i can help with my door i did / can also send my source if you are still on or ill send it to you via PM

#

At work atm

stuck oyster
indigo mountain
#

There is yeah

#

Do path lods need to be marked sharp?

runic plover
#

Sharp yes and only up side is faced bottom not

Also do you have in your cfgVehicles hasDoors = 1; ? Or cant remind the entry exactly if its called hasDoors bit something similar

#

Or was it animatedDoors = 1; 🙄

#

Number amount of doors

indigo mountain
#

numberOfDoors = 1, and yeah

#

It's also needed for the eden property and Zen's door module
Plus my own breaching charge uses it as well

runic plover
#

Yeah exactly so you can live edit its pretty cool for zeusening ppl coolfrog
Im on my last task already ill contact you when im back home so i can help out better, if you wont respond and your problem is still not fixed until then ill send you my door as source so you can check out excellent

indigo mountain
#

I'll be around yeah
Might write some docs for stuff in the mean time

terse elm
flat moss
#

(But weight painting for animations is a horrible experience, and I forgot to check whether this thing would fit with most uniforms, so it will probably never make it to A3)

civic stratus
#

How can I setup hitpoints for a large selection for a light?

#

added some more points, dont think the first image would cut it

ancient bobcat
#

does anyone know what causes this effect on barrel?
and what causes this model or textures?

ancient bobcat
stuck oyster
ancient bobcat
south badge
#

Cant think of any other reason except for mipmapping

#

But I had/have a similar issue with vehicles and I could never really solve it

stuck oyster
#

could be mipmapping yeah

#

make sure your textures have color bleed around the uv islands

fervent steppe
#

Yea that's how you would do it. I don't think you need quite that many hit points for it. Not that it makes a big difference. Just more work for you to do. In the fire lod I would just made a rectangle that takes the space of the three fluorescent lights and give it a glass rvmat. Then in the hitpoint lod you do exactly as you have done. Don't forget the mem lod if you want glass shattering effects. You would add one mem point for the origin of the effect

civic stratus
#

what mem point do I need?

civic stratus
#

k done

#

my fire geo lod doesnt need mass does it?

#

geo lod is now a simple box

halcyon wren
#

@flat moss For weight painting I have made a sucessful quick base skinning by transferring the weighting from the Arma3 example character .fbx. You might want to try that for a good working basis. I found that after using that I only require little manual tweaking to make it work.

#

Check out this file: Arma 3 Samples\Addons\Test_Character_01\A3_character_example.FBX

tacit karma
#

Someone knows what the solution is for aircraft bumping when spawned?

woeful viper
#

bumping once or permanently?

tacit karma
#

permanently

#

until moved

stuck oyster
#

its not allowed to do

#

we have 0 tolerance for ripping

#

author needs to give out original files if you want to change something

crimson temple
pallid nexus
#

I'm starting work on a non-human character model in a couple of weeks
If I keep all the same bones, with distance adjusted slightly, will the vanilla ArmaMan animation set work with the modified skeleton?
Additionally, are head models restricted to human-shaped?

gentle merlin
#

and yes you can make new head models if you want, but making the facial animation work is another story

pallid nexus
#

Well, at least I know it's possible now.
Have to see just how much work it'll be though

gentle merlin
#

If you automate the process, not long 😄

#

At least youre not making them all from scratch, now that is a lot of work

pallid oasis
#

JulesOf, could you give a basic run down of how toy transfer the weights? And in what program please if you don't mind?

#

Fat fingers how you transfer the weights not toy!! Lol

halcyon wren
#

Really any modern 3d model software can do it. Just google for your preferred software + the keywords "weight transfer". 3DSmax, Maya and even Blender can do it.

pallid nexus
gentle merlin
flat moss
#

@halcyon wren Damn you and your useful tips, I was perfectly happy abandoning it and moving on to one of the other running projects. Works very well, even though I'll have to tweak quite a bit to prevent the supposedly 'hard' plates from becoming too distorted.

fast topaz
#

i tried to import the fbx but I'm getting an error in blender that says that fbx version 6100 is unsupported and it has to be 7100+

#

how to fix?

pallid oasis
#

Thanks Jules

flat moss
fast topaz
#

thanks, I'll probably use the ArmaRig as well....I have some Republic Commando models I want to get in game for personal use....is this legal by the way?

halcyon wren
#

Yep, use the autodesk converter to make the file to binary "modern" fbx, then it works splendidly in blender.

eager folio
#

what is the limit for Vehicles in Arma 3 (Polycount)

halcyon wren
#

~30 to 35k before you need to start to think about using proxies.

#

It varies depending on the amount of sharp edges/faces

eager folio
#

thanks for the Info

#

i wil try to keep at a max of 30k

halcyon wren
#

You can push it, but at a certain point the game will CTD when the model is loaded. Then you know you have reached the limit. 😃

eager folio
#

i just start modeling, i do my first steps in Blender now 😃

halcyon wren
#

Then my advice is to start small. Build a container first, then an ammo crate. Slowly more complex hard-surface'd objects. It'll take some time to get anywhere. So don't start with a character model right away.

#

And complete the whole process for each before moving on to the next.

eager folio
#

i will try to made the TpZ Fuchs of the German Armed Forces. It has a simple shape from external without the "little" things. Or did you think this is too much to start?

halcyon wren
#

Is this your first model?

eager folio
#

It would be my first complete Model i will Build in Blender. I was build some Street Signs back in 2011 in 3DS but i don't have the Money to get 3ds and i am not familiar with Blender for know.

halcyon wren
#

Then hands-down start with smaller things first just to understand the process first before you move on to your main project.

#

also, you'll end up building your main project three times, because the first two attempts are just not good enough for yourself. At least that always happens to me. :)
As for the Fuchs... if you find solid and enough reference material or you have 1st hand experience with the vehicle, then it'll be a fairly easy project.

eager folio
#

i have a good and sharp Blueprint of the Fuchs

#

But i will follow your advice and start with a smaller thing.

halcyon wren
#

Just follow it through, thats really the main point. Start something small and get it ingame. then repeat and refine your process so that your main project benefits from all the lessons learned.

#

Also, 3DSmax is legacy that Autodesk tried to (rightfully) kill, but couldn't. If you had to star with something now that is Autodesk, go with maya. Also I hear magical things about Modo.

Any modo-magicians out here?

eager folio
#

Yes but when i look at the price of Maya / 3DS and Modo. That a lot for Privat and Hobby use.

halcyon wren
#

Oh absolutely.

eager folio
#

So i think for the "I can't spent money for 3d Programs" Blender should be the best choice.

halcyon wren
agile osprey
#

if you want a small start but still work on the fuchz, try modeling a wheel and getting that in game first

#

then re use it for the larger model

eager folio
#

@halcyon wren that pic is nice

halcyon wren
indigo mountain
#

Just a general modelling thing, but I'm trying to make a cog-like shape, but I want the teeth to be wider and I'm not sure how to go about that

Currently each tooth is just an extruded face from the cylinder, but I want to make them probably about 50% wider than they are now. I think I could probably do it by just making a new cylinder that has like 1/3 more face count and then extruding two faces, but that seems like a weird way to go about it

#

Or well, I guess I could just scale the teeth up to the desired width and then move the verts back up/down
The extruding added duplicate verts so that works out

stuck oyster
indigo mountain
#

I certainly would lol

#

It's not for an actual cog if its for like animating it, that's just what I had looked up tutorials of since it was a similar shape

stuck oyster
quick terrace
#

@halcyon wren - adsk never tried to kill max...

#

@eager folio - for all autodesk products, unless you are into commercial work, you can get an educational license without any problems

eager folio
#

@quick terrace i was read this, but to get a education license i need to be in a school to get a valid license.

quick terrace
#

not anymore

#

you just need to have an email account

eager folio
#

ok that's new for me

#

can you show me where?

quick terrace
#

if you read that, you'll see it means learning. self-learning is still learning

#

it used to be linked to an university email account (or so it was back in the day when i was in uni 5 years ago)

#

nowadays, as long as you don't use it for commercial purpose (modding for A3 isn't) then you have nothing to worry about

#

you just need an email account to create your autodesk login credentials

eager folio
#

Ok when i Register it asks me direct on Get Education Benefits, they want to know my County and Role. As Roles i can choose between: Student, Educator, IT-Administrator and Mentor. On the First three they want to know the University on the Last there is an Information: MENTOR: An individual how provides guidance, advice, coaching or instructions to competitors in a Autodesk sponsord design competition

#

After i chose Student it will know my Educational Institution, Area of Study and Enroll / Graduate Date

quick terrace
#

hmm, i dunno, my account there is since 2008 or so, i haven't had the need for a new one

pallid island
quick terrace
#

i know that at some point they changed it from student to edu license

#

seems they went back to their old way, in which case, go blender

white jay
#

also done with Blender 😉

west vortex
#

Has anyone else run into issues with shadows and hiddenSelections? I have a backpack that has multiple variants on one p3d. All these backpacks' shadows appear normally when just one unit is wearing it, but when a second unit puts on any of the backpacks that share the same p3d, all of the shadows that are toggled off via hiddenSelection are suddenly visible on any current instance of the backpack. The first pic is how the backpack appears normally. The second pic is after copy and pasting the first unit. The third pic shows a different variant than the first two (all 3 sharing the same p3d) - you can see how the big pouch on top of the right backpack is casting a shadow on the top flaps of the left two even when it's not visibly there.

indigo mountain
west vortex
#

I figured as much but nice to have confirmation, ty

stuck oyster
#

that is it

stuck oyster
#

if you want variants

#

make the different p3d

#

or simpler shadow lod that covers the shared parts

#

but making mesh transparent does not hide it from draw

#

it makes it transparent

#

thus eating up more resources to calculate overlapping transparencies

west vortex
#

Understood, thank you

last spindle
#

You can easily lie too Autodesk......pretty much mist freelance modellers on places like Elance do, otherwise your price is too high and you cannot compete

halcyon wren
#

If only that specular colors would work in arma. This way you're stuck with either two materials or a hacky workaround with the environment map.

woeful viper
#

to my understanding, using autodesk stuff for modding is not covered by the edu license. So if you start new i would recommend blender simply due to the fact you can do whatever you want with your model and nobody will ever step on your toe

stuck oyster
#

We don't allow star wars mods here.

vagrant zephyr
#

already found it somewhere else

livid canyon
#

RHS helicopters have ROADWAY lod where the surface type returned by lineIntersectsSurfaces is "". If i have my ROADWAY lod faces with no texture, they get in game and return "#Default". How do I get them to be the same empty surface as RHS?

bitter parrot
#

Hi, whats the best ammount of tris for a gun to be implemented in arma? Is 11k fine?

#

More specifically, this gun I've modelled.

muted lintel
bitter parrot
muted lintel
bitter parrot
#

thanks!

#

i'm also afraid of uploading it to workshop since there are rippers out there that will port it to their sh1tty roblox game

muted lintel
bitter parrot
#

no point, they found the debrin for CDLCs even, so I will probably just keep it for myself

#

@muted lintel thank you anyways good sir, if I encounter any issues / have anymore questions I'll fowoard them to this channel

marsh canyon
#

You can actually conpare with in-game models' topology/wireframe if you can't sure it is high or low poly

gentle merlin
#

So a curiousity hit me, i know clipping would be unavoidable because there is no collision physics with arma cloth, but is it actually possible to have clothsim on a piece of gear?

#

I looked a little and it seems to be partly tied to lod properties and some config stuff but i never really dug deep

livid canyon
stuck oyster
#

but I could be wrong too

azure pier
#

@stuck oyster Hey, are there good ways to use an image of a weapon from Arma 3 to scale a model properly so we do not rip from it?

#

Fuck, forgot to remove the ping 😓

gentle merlin
#

Personally i dont see it being a problem as reference material is never included in the final product

azure pier
gentle merlin
#

You sure he only got banned for asking?

azure pier
#

She asked the question, got mobbed about how scummy it was, then got banned for being unapologetic.

Goat will (probably) know the person I’m talking about

gentle merlin
#

🤷

azure pier
#

She was trying to re-texture a shirt, for context

gentle merlin
#

Well theres a difference between taking an existing model and reuploading it, different textures or not, vs taking an existing model as a temporary reference (for scale for example) in a program to create an original asset

azure pier
gentle merlin
#

Yeah you need to be very clear with that type of stuff

azure pier
#

Yep

gentle merlin
#

Again idk about bohemia's guidelines here, but i highly doubt pure reference usage is an issue as long as it doesnt end up being redistributed

azure pier
#

I’ll have to check

pallid oasis
#

I registered For Maya last month and didnt have to give such details just a university name, and that was it it.

stuck oyster
#

ripping is not condoned in any situation

azure pier
#

Understood

stuck oyster
azure pier
#

Or at least a starting point for said scale

stuck oyster
#

well the weapons are done in relatively real scale and the game environment is in metric units.

#

so creating attachments in real dimensions should work out

azure pier
#

Wait, do we have measurements for the guns?

stuck oyster
#

no

#

but also attachments are in position already

azure pier
#

I see

stuck oyster
#

so if you make say silencer you dont need the gun for anything

#

it plops into place

#

typically the attachment poinf for those are the 0,0,0 of the suppressor model

#

for sights you can use the sample sight from Arma3 as reference

azure pier
stuck oyster
#

and tweak from there

stuck oyster
#

where would this XM2 attach to?

azure pier
stuck oyster
#

there is no bayonets in vanilla game

azure pier
stuck oyster
#

thoseo are the muzzle slots as far as I can recall

#

but I can check

#

tomorrow or next week when I got a moment

#

the main thing is that you dont really need the original models for this kind of things

#

not even for what your friend wanted to do

#

well for how she wanted to do it yes, but that is not an available workflow.

#

and the actual workflow that can be done for retexturing, does not involve the 3d models at all

quick terrace
#

@woeful viper - it is if you are eligible for a student/educator license , or if you existing student license is still valid. It seems they changed it back from educational license (like it was until they switched away from perpetual licensing this jan 2016 for all their commercial products)

tribal rain
#

AYO question for all my face makers and identity creators out there:

out of these bones what are dubbed the ABSOLUTE ESSENTIAL
im having trouble weight painting the face and in particular the mouth seems like it wants to commit chtuluesque rituals because its just horrifiyingly stretched out and just all kinds of wrong, so im well aware that the head has a lot of bones assigned to it.
but which of these bones if any could be deemed as "Superfluous" now bearing in mind here i dont care for it needing to look perfect 1:1 here or flawless mocap level of rigging im justing looking for these simple things:

Eye movement (Got this working ✅ )
Eyelids blink (Got this working ✅ )
Mouth movement (Not working ❎ )
Chin movement (Not working ❎ )

icy pier
#

is there any guide on how to create a rifle having made my mesh already?

oblique vapor
#

Yes, anyone can register for an educational license. Wether you're in a school or not. It's still for hobby and private purposes, so they won't bother you.

oblique vapor
#

Do you guys use Rappa Tools ? I heard it's nice

tall burrow
#

How do I name a (memory) point in Object Builder? I've added the Memory LOD to my model, added a point, transformed it to (0,0,0), and now I want to give it a name accessible in config to let me use it as a memory point.

stuck oyster
stuck oyster
#

Forbidden to pay for that. The tools are non commercial.

halcyon pike
stuck oyster
#

so actual mod making can not be paid for

#

such mods would get banned.

quick terrace
#

i tried it once, find it too complicated, plus, i really don't need more buttons in my workflow (where most tools i use are keybinded)

#

i do use from time to time some of soulburne script set though

lapis notch
#

Hey guys, I'm new to 3d modeling clothing and newish to blender, used to only do low poly stuff or small 3d printing projects. I've made a basic silhouette for my uniform and I was wondering before I start adding details that might complicate things - are there any glaring details that'll cause issues down the line? (Other than the sample body poking out but that's an easy fix once I apply the modifiers and delete most of it haha)

#

I also realize it's already pretty high in tris so I will try to cut them down

stuck oyster
#

you will want to keep the joints with similar topology shape so they bend with the character animations

lapis notch
lapis notch
#

Thanks pal

umbral shuttle
#

I am a bit lost on this, so if I just have uniform and gun (or launcher), hands do eldritch horror man stuff . but if I put anything else like headgear, backpack, vest then hands are fine. hands are also fine with pistol only

marsh canyon
#

Make sure your uniform has all of the proxies properly

#

Especially memory

umbral shuttle
marsh canyon
#

Yes

umbral shuttle
umbral shuttle
# marsh canyon Yes

Okay so combination of fixing memory lod, and cleaning out temp folder for pboProject results in everything being fine. next question is the bin log file is super big 150mb, I notice all of these warnings spamming
23:04:13: Warning: p:\pr_unsc_ce\ce_uniform\ce_uniform_srs.p3d:shadow(1000), vertex: 3941, sum of weights is 44, should be 100
idk where vertex 3941 is but what should the remaining I guess 56 weight be if not on watever the 44 weight is on?

#

Like lets say that vertex is left index finger, if its weighted 44% to leftindexfinger, what should the remaining 56 be?

marsh canyon
#

Means you want a 100 weight instead

gentle merlin
#

Mr clock's arma blender plugin has an option to normalize weights, saves you a headache

last spindle
#

Yeah, I half created a ribbon for soulbourne scripts, just too many of them

livid canyon
#

Since we have the animating floats in buoyancy lod for EF heli, does animating geo lod change total mass or center of mass?

marsh canyon
#

*RF
Yes IIRC

livid canyon
#

Will test it out. Maybe we finally can reflect pylon weapon mass changes indeed not yet

rancid dock
#

Hey guys, quick question — I’m looking for some different/less common mods for an Arma 3 PMC milsim setup.

I’m mainly after modular clothing, vests, and helmets with a PMC vibe, but trying to avoid the usual mods everyone uses.

Also, does anyone know of any mod that has modular outfits with Vans-style sneakers for operators?

If you’ve got any recommendations, I’d really appreciate it 👍

stuck oyster
woeful viper
#

speaking of edu license... my 2013 one just ran out^^

polar fiber
#

i was still on 2013 until I had to reinstall everything following switching to Win10. Was glad I did in the end - many tools in Maya are so much better than they were a few years ago, some great additions to Bonus tools too

woeful viper
#

win10... over my grave

polar fiber
#

I've only got it on my editing/gaming PC. Do all my pornmongering on my laptop 😄

quick terrace
#

yeah i also have maya 2016, love the new tools and UI improvements to the modelling toolset in general which is now on part with max if not above

umbral shuttle
#

I kinda dont understand why this is happening, ucan see the shadows of the ear there, it only happens AO setting in AA & PP is set to anything not disabled. I have sorted the face and moved the only CA texture to top (that white covering is CA) and LodNoShadow 1 on the res lod

polar fiber
#

Unwrapping in particular got much better after 2015 bonus tools. Before that, the kind of tools on offer just didn't do what you'd expect half the time. I'd use the ancient Roadkill plugin instead because even that was more user-friendly than the unfold tools in Maya

north sundial
#

It’s because it’s such a large surface area of the model, the engine treats it as a transparent object

umbral shuttle
north sundial
#

Yeah they won’t, is it only the worn edges that are transparent

umbral shuttle
#

I guess nvg slot would work?

north sundial
#

As in it’s either solid or fully transparent

#

If so you could make it a co and the transparency could work still

umbral shuttle
#

or perhaps the easiest option is tell ppl not use the AO setting in AA & PP kekega cause tbh idk wat difference those make

umbral shuttle
north sundial
#

Transparency works on dxt 1 from memory but it works at 0 or 1 alpha, no in between

slate blaze
#

Guys does anyone know which mod it is for the 160th SOAR clothes and helmets and shit?

gleaming tusk
#

@stuck oyster I summon thee, if I wanted to make the hit radius bigger for a projectile, how would I do so?
I have a throwable brick, it has geo, but unless I hit someone with the center of it, it will phase through.
So I'm assuming it's a projectile size thing

(Also it's sim is shotShell because the grenade sim doesn't support projectile hit part handler even though other stuff registers being hit by grenades meowsweats (at least from what I've tested)

stuck oyster
#

and grenade is special kind of a thing that launches a physics interactive thing

gleaming tusk
#

Rodger, I'll see if I can't figure something out. Not entirely important at least DabMeUp2

stuck oyster
gleaming tusk
daring dagger
#

any idea what's causing this? Firing the gun will sometimes cause it to change directions or disappear completely. Model looks fine in Blender and OB. Animations in game are also completely incorrect and not at all like how they're configured in OB

marsh canyon
#

Incorrecly assigned weights

daring dagger
#

how would I go about fixing that?

#

wait I think I know the issue

#

yeah nevermind

daring dagger
#

fixed the first issue, but one part of my animations still don't work and the muzzleflash appears way off despite the proxy being alligned correctly

#

all the anims work fine except for everything related to the hammer. All the vertex groups and bones appear to be fine and they're all assigned the correct axis and movement types. All of them work fine in OB

#

Is this still a weighting issue?

#

muzzleflash only occasionally is incorrect so I guess it is still weighting

marsh canyon
#

autocenter must be 0

daring dagger
#

yeah I disabled that as well and still have the issues

marsh canyon
#

Also the zasleh should have the weight too

daring dagger
#

how do I actually set up the weights?

marsh canyon
#

Same thing with you weight other parts

daring dagger
#

I haven't manually weighted anything

#

I know the blender plugin I'm using is supposed to automatically normalise everything

#

but something clearly isn't right

marsh canyon
#

You can weight paint manually, or just assign the Vertex Group

livid canyon
#

how do I get it so the _down anim goes from 0 to 10 when the source is from 0.7 to 1? Messing with value/phase but no success

class wiper_l1 {
    type = "rotation";
    sourceAddress = "mirror";
    source = "wiper";
    selection = "wiper_l1";
    axis = "wiper_l1_axis";
    minValue = 0;
    maxValue = 1;
    angle0 = 0;
    angle1 = "rad (60)";
};
// Wiper arms follow glass
class wiper_l1_down: wiper_l1 {
    axis = "wiper_1_axis";
    angle1 = "rad (10)";
};
fluid copper
daring dagger
livid canyon
fluid copper
#

Looks good!

livid canyon
#

Would the default approach be to have a static set and a moving set on source time, and switch between the 2 with hide?

last spindle
#

I swear by UVLayout, is bit different too learn, but is pretty impressive in how it can speed your work up....make model, send to UV layout, unwrap, relax, pack, send back too max/maya, then only tweak in max/maya

stable needle
#

I'm new to this, any advice?

marsh canyon
#

With what?

charred bolt
lone robin
stuck oyster
#

and make sure its not from some other game.

covert grove
#

Hello guys.
I start porting old A2 addon helicopter to Arma 3.
When I go in Object Builder and click check faces, got error “cannot generate st coordinates” on some faces.
Please, help me 🙂
I can’t find any solution in google 😭
Tex and rvmat is ok in game.
Or I should create new UV in Blender for model to fix it?

#

And second question, any guides for creating animations for cockpit instruments (like RHS Mi8 or vanilla ka60), alt, speed, etc and navigation map in view pilot LOD.

stable needle
lone robin
# stable needle I made a Geo_body and geo_wheels in the lod' geometry part

You must optimize the resolution lods as well. From that picture I can tell it has an absurd tri count. You can’t just buy or procure a model and throw it into game. You also can’t take models from other games and port them. You’re better off investing time in learning how to actually model objects you want than draining time in trying to optimize a model that wasn’t meant to be put into the game.

stable needle
#

Well, here everyone forbids it. But overall, I agree, I do want to put more effort into this and be able to make mods. I watched a tutorial (there are very few videos, to be honest, and most of them are in English) on how to make mods, and that's where I'm getting the idea.

stuck oyster
#

also converting the A2 models has its own special things like the ST coordinates that will hinder learning

#

so to start learning, make a cube

#

and then add some moving parts to it

#

to learn how model.cfg works and how configs work

#

there is a lot to learn and using ready models does not allow skipping the basics

#

and basics are best and easiest to learn without all the extra processing of a ready model on the side

unkempt token
#

Why are my AI not shooting through the windows? I've got the windows totally unobstructed in view + geom, they only have components in fire-geom

#

They'll look at you and track you through them if they knowAbout you, but wont shoot unless you pop the window first.

#

Components numbered correctly between the 3 geoms too

#

Oh! It was the rvmat. I used glass.rvmat when instead it should be glass_plate.rvmat cause I guess the AI will check if its bullet can reasonably penetrate the surface? Cool tidbit I never knew they did

#

Yeah the only difference is glass.rvmat specifies Thickness=5; where glass_plate doesnt have thickness defined at all (deriving from size of component its assigned to?)

stuck oyster
#

thats how its typically set up

#

glass would be one that uses the geometry shape dimension

unkempt token
#

Oops, yes I got my order reversed

#

glass_plate has thickness=5

stuck oyster
#

yeah then thats the least resistant of the glass penetration materials

#

but yeah I think its the best to use for breakable glass parts

unkempt token
#

Is there good documentation on class DestructionEffects under class HitPoints entries?

#

i've got it all setup and matching the typical macro but no particles I can tell of.

#

Oh, they are spawning but they are absolutely pitiful

#

vs enoch vanilla building

unkempt token
unkempt token
#

Particles aren't spawning even though the macro is working and everything is config'd right far as I can tell. No particles at the correct spot OR at 0,0,0

terse elm
#

i use uv layout too

#

great tool

indigo mountain
#

How do you make a shadow lod?
I have my resolution lod (only 157 verts) and now need to make the shadow but from what I remember it has different requirements than the resolution lod

It's a set of nvgs, if that affects anything

gentle merlin
#

if you're in blender (and your resolution lod is already manifold or it wont take much work to make it manifold) you can be lazy and duplicate it, then do alt+s to -0.001 and boom, it's "underneath" the resolution lod, then just triangulate and mark sharp and you're done

#

the polycount matters a lot if you're using stencil shadows instead of the shadow buffer, (with 157 verts its not a big deal but it's good to know) - i always use shadow buffer (used for buildings primarily) since it performs a lot better, however it does have inconsistent flickering issues with animated meshes (your nvgs included since it's on an animated skeleton)

#

stencils are used by default anyway with a shadow volume but felt like letting you know for future reference

indigo mountain
gentle merlin
#

and a very small value like -0.001

indigo mountain
#

Oh Alt+S, didn't know that was a thing

gentle merlin
#

you're probably either scaling normally and in object mode given the image

gentle merlin
indigo mountain
#

I can never remember, what named properties would the res and geo lods need?

I assume lodNoShadow 1 on res lod (since I made my own now)?

#

Not sure if anything else is needed

gentle merlin
stuck oyster
#

Inset faces also works with negative depth

#

especially if its all fully closed model

#

select all - inset faces - invert selection - delete the new faces that any open edge generates - fix model fully closed to work as shadow lod

indigo mountain
#

Okay got it ingame but its appearing near the chest
It is weighted to the head correctly, or is at least rotating correctly when I rotate the head

It's got a correct model.cfg (was taken from a working nvg) and positioned correctly in p3d so not sure whats up there

#

Oh does it need an autocenter?

stuck oyster
indigo mountain
#

Tried 0 and 1 on the geo, neither fixed it

stuck oyster
#

can you make sure all of those elements are set up right

indigo mountain
#

It was the geo not being triangulated
Doesn't make any sense to me because there's literally nothing in there (not a single vertex), but hey it works

edgy gale
#

What determines where a laser attaches on a rifle? I know there is a reference point on the weapon model but different lasers appear in different positions. Some match up with the attachment point and others float in the air.

deep basalt
#

the proxy is part of the weapon model, but some weapon attachments are modeled in a way that they dont fully align

bold flare
#

The weapon has the proxy of there the attachment goes on.
The attachment has a memory point of where the laser is emitted from.

The memory point gets multiplied with the proxy transform of the attachment (relative to weapon), which is multiplied with the proxy transform of the weapon in players hand (relative to player), which is multiplied with the player transform (relative to world) and then you have the position of the laser.

indigo mountain
#

What would make a weapon's flashlight always point backwards?
I have a custom flashlight and the vanilla one both shining a light in my face

bold flare
#

I think they need to be backwards

indigo mountain
#

They are, I don't change the ItemInfo compared to vanilla

direction = "flash";
position = "flash dir";
#

flash dir is inside the model, flash is on the lens
(flash dir is whats selected)

#

But it happens with vanilla flashlight too, which obviously works on other guns so I'm assuming its something with weapon config / model

bold flare
#

What you mean with vanilla flashlight.
You putting your model into a vanilla config, or putting the vanilla model into your config?

indigo mountain
#

I have my flashlight and acc_flashlight as compatible pointers

#

When I use acc_flashlight on my gun, the light is backwards. If I change to a different gun in the arsenal, acc_flashlight points forward as expected

north sundial
#

Possible the proxy on your weapon is reversed maybe?

indigo mountain
#

That'd make sense

bold flare
#

But then you would also see the model of the flashlight reversed, not just the light emitter

indigo mountain
#

Yeah no its facing the right way

#

Vanilla + mine

north sundial
#

Interesting, made sure no animation is rotating the memory points?

#

Like them being part of the muzzle flash selection or something

#

Don’t think that would work in any case but just to check

indigo mountain
#

Nope, not part of any selection

bold flare
#

The memory points are only looked up once at model load time, they can't be animated

indigo mountain
#

Yeah I didn't think they could be animated at all

bold flare
#

They get multiplied with the weapons attachment proxy transform, when the item is added to the weapon (so the proxy itself, also cannot animate after that)

So they just have a weapon relative static position, which is multiplied with the weapon matrix (in the players hand)

I don't see how its possible that the mempoints/direction would get reversed but the visual model doesn't

indigo mountain
bold flare
#

Is the attachment model at the right position

#

It could be that the proxy wasn't found, and it failed to apply the proxy transform

#

In diag binary that would assert Proxy object for given proxy name (%s) couldn't found in (%s)!

indigo mountain
#

If you just mean visually, yeah. All the pointer attachments show where they should

#

Oh I just noticed that the gun has flashlight_pos and flashlight_dir vertex groups
That sounds like the kind of thing that'd cause issues. Idk why it has them since we already had a model for the flashlight :P

stuck oyster
indigo mountain
#

Yeah, gun and flashlight both have autocenter=0 on the geo

#

Okay nope wasn't just those groups, deleted the verts and groups, re-exported and still backwards

#

The light is in the correct spot now though

#

Oh but the vanilla one is correct now
So now I know its just in an issue in my model

indigo mountain
muted lintel
#

that sounds reasonable, flash being the origin and dir the direction its going?

bold flare
#

I just remember something in that thing was inverted, and I couldn't fix it because backwards compat.
Maybe only laser was, and light wasn't?

indigo mountain
#

Yep, light is working correctly after swapping them. So its the config properties that are backwards. direction is the origin of the light and position is the direction that the light will face

bright echo
#

do you have a view pilot lod on your weapon

#

that can cause all sorts of weird issues with proxies

#

if you dont have it I mean

indigo mountain
#

Yeah its there
Its fixed now

#

Laser I have is also working

stuck oyster
hard lagoon
#

Don't know if this is the right channel for this question but here goes. How do you do periscopes for vehicles? Is pip the best way to do it?

#

I know you can use the LOD wizardry to make it appear the view port is where it is on the top of the vehicle

north sundial
#

Usually just making it a turret

#

You can have pip for an inside view

surreal axle
#

Hello everyone. When I imported my model into Arma 3, there was an issue with how the model was displayed. In Blender, Object Viewer and Bulldozer, the object is displayed correctly, but when I open it in Arma 3, only the bus model is visible

bright echo
#

thats the model that displays when a model cannot be found

surreal axle
#

Okay, thanks. But that’s really strange. I’ve specified the exact path to the model in the configuration, and I haven’t found any mistakes in the path

stuck oyster
#

if game cant find the model the path does not correspond to whats inside your pbo

surreal axle
marsh canyon
#

You need to learn what the PBOPREFIX is

#

tldr: your folder path =/= PBO path

surreal axle
marsh canyon
#

What am I supposed to understand from this picture?

surreal axle
marsh canyon
#

Do you mean sharp edge vs smooth edge?

surreal axle
marsh canyon
#

Google "smooth edge" + modelling software you use

surreal axle
marsh canyon
#

Then you might have a wrongly made RVMAT

surreal axle
#

I didn’t really do them I suppose that’s the mistake

indigo mountain
#

I get a lot of these errors from my uniform, but I'm not exactly sure what they mean

23:40:59 Wrong geometry convex component mapping  for person collision geometry found in path\to\uniform.p3d. Convex component number 3. not found
sour bough
indigo mountain
#

¯_(ツ)_/¯

gentle merlin
#

Either youre missing one or a vertex group for that component has no assigned verts

indigo mountain
#

So just like grab the Geo lod from the samples and re-export?

gentle merlin
#

Yeah - the one i grabbed from samples worked perfectly fine

#

Well, at least the man one

#

Not sure about the others

#

That or just reapply them manually

#

If youre using mr clock's tool it takes like 3 clicks

indigo mountain
#

Yeah I do, where's that at?

gentle merlin
#

Sec on my phone atm will grab a screengran in a minute

gentle merlin
indigo mountain
#

Hm yeah it made a Component01 and 02

gentle merlin
#

yeah essentially each disconnected mesh within the object has to be its own component numbered from 00 to 99

#

this one just does that with a button click but you can technically do so manually

indigo mountain
#

Gotcha
Error is saying Convex component number 3. not found, so should there be more?

gentle merlin
#

it's likely that you had a vertex group for 03 but it wasnt assigned to anything

#

or.. something bizzarely edge-casey 🤷 but ultimately geo lods just need as many components as there are disconnected meshes if done properly

indigo mountain
#

Should I do it to FireGeo as well?

gentle merlin
#

yeah fire geo needs them too

#

every geo mesh does

indigo mountain
#

Okay cool
Cause I did it and it made 42 KEKWGIF

gentle merlin
#

checks out 😄